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#1
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![]() Knight Lieutenant ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Clan Members Posts: 989 Thank(s): 1 Joined: 5-June 08 From: Tyler, Texas, US Member No.: 124 ![]() |
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#2
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![]() Paddle Master ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Clan Members Posts: 2,085 Thank(s): 30 Joined: 3-December 07 Member No.: 50 ![]() |
its the same editor they use for cs, hl2 and l4d, it obviously works for some people because theres so many decent playable mods out for all these games...
though talking of level editors, still think the best one was crysis's sandbox 2 - pretty similar to 3dmax probably why i like it i only "rave" about dbd because looking at the videos and the screens it looks like the creators have put so much time and effort into it... do i think time and effort makes something worth playing? no. hence why i said "i hope". though i do remember you telling me just how hyped you were about l4d before it was released and now your pretty much done with it -------------------- ![]() |
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#3
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![]() Security and Projects ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Group: Clan Dogsbody Posts: 4,700 Thank(s): 1103 Joined: 31-August 07 From: A Magical Place, with toys in the million, all under one roof Member No.: 1 ![]() |
its the same editor they use for cs, hl2 and l4d, it obviously works for some people because theres so many decent playable mods out for all these games...<snip> Yeah, but sifferent style of game: CS, TF2: Both geared for small boxed multiplayer levels Portal: small box rooms and corridors HL2: differernt game architecture and more usable resources due to no multiplayer and mid level loading, unless you play HL2 DM... HL2 DM: small boxed levels :'( The level design focus is different for L4D - they've made some truly good levels with the tools they were using (hammer) but the nature of boxed levels means limited amounts of hills and troughs. Hills and troughs apart from making a better, more realistic landscape would also provide cover. For me it would just make more sense to generate a landscape and add buildings and objects to it, rather than the resource consuming building everything as in game objects. Keeping the landscape separate would also allow people to create varied custom maps using the same base landscape, allowing for a faster turnaround of custom maps. Don't get me wrong they did a hell of a lot with the tools, but personally for this type of game it didn't entirely suit the game engine and map tools -------------------- ![]() |
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Lo-Fi Version | Time is now: 15th October 2025 - 03:40 PM |